/*
 * Copyright 2011-2013 Blender Foundation
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 * http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

#include "stdosl.h"
#include "node_texture.h"

/* Magic */

color magic(point p, int n, float distortion)
{
	float dist = distortion;

	float x =  sin(( p[0] + p[1] + p[2]) * 5.0);
	float y =  cos((-p[0] + p[1] - p[2]) * 5.0);
	float z = -cos((-p[0] - p[1] + p[2]) * 5.0);

	if (n > 0) {
		x *= dist;
		y *= dist;
		z *= dist;
		y = -cos(x - y + z);
		y *= dist;

		if (n > 1) {
			x = cos(x - y - z);
			x *= dist;

			if (n > 2) {
				z = sin(-x - y - z);
				z *= dist;

				if (n > 3) {
					x = -cos(-x + y - z);
					x *= dist;

					if (n > 4) {
						y = -sin(-x + y + z);
						y *= dist;

						if (n > 5) {
							y = -cos(-x + y + z);
							y *= dist;

							if (n > 6) {
								x = cos(x + y + z);
								x *= dist;

								if (n > 7) {
									z = sin(x + y - z);
									z *= dist;

									if (n > 8) {
										x = -cos(-x - y + z);
										x *= dist;

										if (n > 9) {
											y = -sin(x - y + z);
											y *= dist;
										}
									}
								}
							}
						}
					}
				}
			}
		}
	}

	if (dist != 0.0) {
		dist *= 2.0;
		x /= dist;
		y /= dist;
		z /= dist;
	}

	return color(0.5 - x, 0.5 - y, 0.5 - z);
}

shader node_magic_texture(
	int use_mapping = 0,
	matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
	int depth = 2,
	float Distortion = 5.0,
	float Scale = 5.0,
	point Vector = P,
	output float Fac = 0.0,
	output color Color = 0.0)
{
	point p = Vector;

	if (use_mapping)
		p = transform(mapping, p);

	Color = magic(p * Scale, depth, Distortion);
	Fac = (Color[0] + Color[1] + Color[2]) * (1.0 / 3.0);
}

